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A Beginning Is A Very Delicate Time

“We are locked in existential battle with the forces of Khernobog. Every living, thinking thing on the other side of the rivers and mountains wants us dead. Or worse.

“The Wards Majoris keep out most threats. More powerful creatures can burst through the wards, of course, but doing so takes time and sets off alarms. As long as our Princips aren’t busy elsewhere, they can respond to any such effort and prevent a breach.

“But more minor creatures are simply below the threat level the wards respond to. Sometimes those lesser forces of Khernobog gather in numbers large enough to be a significant danger. Generally they must take such armies through the fords or passes. Which is why there are keeps and castles there, manned with veterans who couldn’t stop a creature powerful enough to breach the wards, but can act in units to guard against incursions of massed minor threats.

“Of course, for them to respond quickly, they can’t stray too far from those routes, and they can only patrol so much territory beyond that. Smaller groups of minor creatures that can pass through the wards can sneak past the patrols, or move through rough terrain a whole army couldn’t negotiate.

“Such individuals and small bands are no danger to our lands as a whole. But that is no comfort to a father mourning a stolen child, or a wisewoman who loses her chickens.

“Those threats are minor, but no less threats, and someone must face them. Someday, perhaps, you will have the experience and power needed to guard the castles. Who knows, maybe someday you’ll even be a Prencip, and defend us from reality-altering powers of the enemy.

“But until then, we need you to form into small groups, and seek out those threats you can handle. Ensure that the patrols don’t have to abandon their posts, and the Princips are neither distracted nor out of position.

“It may seem minor, but this, too, is a great service to our lands.”

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Aberration Collective Nouns, A-Z

A list of 26 collective nouns for various aberrations. For those of you who find such things useful.

Not specifically designed for the Aberrant Empire… but clearly related to similar ideas.

An Ambush of Chuul
A Bushwack of Mimics
A Cacoethes of Intellect Devourers
A Drape of Cloakers
An Exlex of Gugs
A Flatus of Flumphs
A Grasp of Gricks
A Hybridization of Driders
An Iatrarchy of Mi-Go
A Jargon of Gibbering Mouthers
A Kakidrosis of Catoblepae
A League of Decampi
A Macropterous of Lurkers Above
A Noisome of Byakhees
An Origin of Aboleths
A Padrone of Incutilises
A Qanat of Delvers
A Rille of Moon-Beasts
A Strangle of Choakers
A Toadtality of Froghemoths.
An Umbraculum of Darkmantles
A Vafrous of Naga
A Web of Ettercaps_
A Xenagogue of Elder Things
A Yawp of Destrachans
A Zazzle of Carbuncles

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The Aberrant Empire

Aberrations are usually presented as lone monstrosities to be slain for their loot, or fallen kingdoms of single aberration species well past their glory days.
But if dwarves and elves and humans can have multi-species nations, why can’t there be a vast, thriving, dangerous Aberrant Empire, where all things alien and unwholesome serve a single Aberrex ruler.

Aatheriexa taskmasters cruelly drive monstrous humanoid laborers and magical beasts of burden to build twisted basalt monoliths, work fields that grow fleshy fungus, and forge weapons designed to tip tentacles and adorn eyestalks using greenish metal poisonous to non-aberrant races.

Akaname commandos sabotage the wells, waterways, and sewers of major cities or strongholds too near the Empire’s borders, ensuring disease and infestation keep potential enemies weak.

Blightspawn priests rule over congregations of non-aberrant “hostkin,” who literally give their bodies for the worship of twisted gods and the incubation of elite Imperial species.

Brume inquisitors ensure the loyalty of all with the Empire and draw knowledge out of the memories of its captured enemies, while cerebral stalkers turn what’s left of any subject into a useful servant of the Aberrex.

Choker assassins end the lives of those who threaten the Empire in silent attacks, or slaughter those foe’s loved ones and allies if unable to crush the enemy’s windpipe directly.

Destrachan heralds sound the calls to mobilize Aberrant armies, and learn the sounds of insanity from their Aberrant nobles to let loose mind-shattering calls that blast psyche as well as flesh.

Ailing aberrations that have served the empire well join in final, dread rituals to combine into egregores, or yah-thelgaad, ensuring their experience and fell knowledge can continue to fulfill imperial needs for centuries more.

Ethereal filchers both guard the border planes around the Empire, and act as intelligence agents, stealing opposing forces plans from their very pockets.

Froghemoth juggernauts, directed by armored ghorazagh commissars, anchor mighty armies and naval forces, acting as living siege engines, and often ridden by khardajeen artillery.

Incutilis and their lords man flotillas and watery caravans, ensuring that the appetites of the Empire are met, and that those who oppose them are subdued and forced to serve the Empire’s needs.

Hyakume magecrats rule Imperial territories, each defined by a strange border that respects no boundary non-aberrant eyes can perceive.

At the center of the Empire, sits 13 tychilarius, jointly the Aberrex, an aberrant amalgam of all the Empire’s best, most loathsome agents and lords. Do they serve a greater master? If so, can mortal minds even comprehend it?

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Cthoul (for Starfinder)

The Cthoul are horrific creatures that exist as much in higher dimensions of realist as they do the Material Plane. Though their forms can shift and morph depending on the circumstance, their true nature being too foreign to mortal comprehension to ever be entirely perceived or grasped, they are most often encountered as think humanoid creatures, with bulbous heads, long tentacles emerging from their lower face, and spindly, clawed fingers.

The Cthoul are not native to our reality, and much of their power comes from their power to draw rules of operation from their twisted, alternate dimensional extensions to wrap and pervert the natural environment. Their home dimension–a palce so wrong by any reasoned thought it is known only as the Inversity–is not well understood, though it is known it has easier access to the lands of Leng and the FiendWebs than normal space. It is believed to be a reality that was entirely formed from the unconscious dreams of the Great Old One, Cthulhu, and that the Cthouls appearance is a trifle of the cosmic demands that reality made on life which evolved from it’s befouled origins. The Cthoul themselves do not speak of this theory, and while they alternatingly venerate and enslave horrific elder beings, they have no special affinity for, or understanding of, Cthulhu.

Ancient, often mind-shattering histories of long-lost alien civilizations claim that once the Cthoul ruled a vast Empire that spanned all of known existence. But that ur-reality was split, with different gods and other cosmic powers scrambling to carve out alterverses over which they would hold sway, and the Cthoul were cut off from much of the mortal mortal existence. Now they can reach realms conceivable by humanoid minds only rarely, though their banishment was neither complete nor absolute. Their twisted star vessels of indescribable color seem able to invade our reality only when those who crave their secrets summon them, or the conjunctions of planar energies form weaknesses in the weft of spacetime they can violate.

Cthoul’s very presence places pressure on the sanity of those who perceive or approach them and they seem sustained (or at least entertained) by this effect, causing them to also be known as lucidivores or “mind eaters.” They are physcially extremely strong and resilient, though each Cthoul appears to be harms by some substance or energy, but there is no commonality to what that is. They also have powerful psionic powers, and know fell magics that can pervert, twist, corrupt, and blast everything from common matter to the very souls of those who oppose them.

Cthoul plans always follow some horrific, aberrant logic, and often involve steps that occur on alternate planes of reality, making their purpose or goal literally incomprehensible to mortal minds. That said, their schemes and efforts always seem bent on creating horror, fear, pain, and despair, and some appear to take particular pleasure in torture specific species, personality types, or even accursed individuals. to be the object of a Cthouls attention for years, or even generations, in particularly dreadful, for they cannot be bargained with or trusted, and their minds can conceive of ordeals no sane being would contemplate, much less inflict on living beings. And even if driven off, slain, or utterly destroyed in normal space, most of a Cthoul exists in reality beyond the reach of even the most powerful outsiders, and once their multidimensional selves heal, they can return to execute more foul events.

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Seven Dead Sin Cults

The Avarice cult steals from the sin cultists’ enemies… but also eventually steals from the other sin cultists, and is destroyed by the Wrath cult.

The Wrath cult strikes at the sin cultists’ enemies, but eventually gets itself killed.

The Lust cult drives the passions of the other cultists, and is drawn especially to Pride cult.

The Envy cult tries to demoralize the enemies of the cult, but ends up destroying itself by attacking the Lust and Pride cults.

The Pride cult can’t help but talk about how great the cult is, revealing themselves and the Lust cult in time and getting rounded up.

The Gluttony cult is then nearly alone and, having fed on the riches of the other cults, is too out of shape to accomplish anything when it tries to consume more.

And the Sloth cult?

The sloth cult does nothing, surviving the destruction of the other cults, and spreads the rumor it is destroyed. Then, it grudgingly restarts those other cults, so it can avoid having to do anything else to keep its foes from finding it.

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Heroes, Bundles, and Rogues Galleries

So, there’s a really big Bundle of Holding deal with over $100 in superhero game stuff for MUCH less, going on now (June 26-July 16, 2018). It includes two of Jacob Blackmon;s awesome RGG products, the Super Powered Bestiary and Super Powered Sourcebook.

And that got me thinking.

I’ve always been a fan of heroes who have good rogue’s galleries—villains who make up a regular set of threats for the hero. Lots of heroes have great rogue’s galleries—Daredevil, the Flash, Wolverine, and Superman all come to mind. But for me, without a doubt, the two best are Spider-Man and Batman.

And even better, they’re swappable!

You can take the idea of Batman villains and apply them to Spider-Man, and vice versa. You can also swap the bat- and spider-themes of those two characters.

And if you are running a supers game, this kind of thing can be a quick way to have somethign that feels familiar, but isn’t a direct copy of an existing character. Here are some quick swap-out characters a GM could use to build a world quickly, and still have some depth and surprises for PCs.

Chiropteen
Bitten by a radioactive bat, the “friendly neighborhood teen chiroptera” got his (fairly terrible) nick-name from the media when he first began trying to solve crimes in Jersey City, in a homemade hero costume.
Rogue Gallery
Punchline (Joker)
Punching Judy (Harley Quinn)
Vixen (Cat-woman)
Enigma (Riddler)
Fetch (Clayface)
Isimud (Two-Face)
Venus Flytrap (Poison Ivy)
Ugo Fate (Hugo Strange)
Cassowary (Penguin)
Doctor Winter (Mr. Freeze)
Nemesis (Bane)
Pumpkin Jack (Scarecrow)

Red Huntsman
When his billionaire Australian parents were murdered while on holiday with him to Empire City in the US, the child who grew to be one of the most feared villain knew he needed a symbol that would strike fear into the hearts of criminals. A symbol… like a blood-red huntsman spider.
Rogue Gallery
Green Gargoyle (Green Goblin)
Bombay (Black Cat)
Toxin (Venom)
Professor Kraken (Dr. Octopus)
Illusio (Mysterio)
Wasp the Spider-Killer (Kraven the Hunter)
Herr Geier (Vulture)
Komodo (The Lizard)
Landslide (Sandman)
Hammerhead (Rhino)
Body Doulbe (Chameleon)
Volt (Shocker. Or Electro. Doesn’t make a big difference)

Sometimes all you need to flesh out a world, are a few espy pastiche homages. 😀

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Microsetting: The City of Hoard

Microsetting: The City of Hoard

I’ve been on a bit of a Starfinder RPG and general essay kick recently, but I’m still a big fan of fantasy RPG settings in general, and Pathfinder in general. So as a palate cleanser, here is a microsetting, the City of Hoard!

The City of Hoard

It’s not formally called “Hoard” of course. It’s listed as Draconis Rekai Achael in the old Imperial Charter of Settlements, Drakkenhelt in the dwarven tunnel-maps, and Aerivermaeli in the elven Songs of Places. Among the academic writings and speech of most dragons and draconic-oriented scholars, it’s Brarguren’s Canton, an acknowledgement that the mighty Brargured has carved out land acknowledged by other nations as hers, and hers alone. But even those learned individuals generally call it “Brarguren’s Hoard” in casual conversation, and from that long title most common folk have taken to just calling the city “Hoard.”

Brarguren was an active dragon in her youth, traveling extensively as soon as she ceased to be a wyrmling, claiming temporary territories, exploring lands with no sapient creature settling them. There are numerous credible accounts of her worldwide, suggesting she did not limit herself to any one continent or trade route. Many of those tales speak of her establishing herself on the edges of major civilizations, speaking to their scholars and acting as patron for their great artists. Though she spent no more than a few decades in any one place in her first few centuries of life, she was intellectually active and curious during these visits, each year doing as much research and learning as any member of the shorter-lived races could manage, and thus compiling numerous lifetimes of knowledge in just a few hundred years.

She gained cunning and power in equal measure. Early descriptions of her make it clear her coloration was “bright” and “metallic,” but never matched her to a single hue. She can breath fire, but has also proven to have draconic and magic talents that allow her to breath acid, and ice, and even frozen acid. She can access the power of sorcerers, druids, and even witches, leading some to suggest she has studied as a shaman. She is also a mistress of illusion, or transmutation (or both), and certainly her appearance in the past few centuries has shifted and changes enough to suggest she is keeping her true nature secret, though she always has the same piercing, nearly glowing, amber eyes.

No one is sure when she became fascinated by architecture, urban planning, and landscaping. Perhaps it was when she carried out a vendetta against the Order of the Broken Claw as a young adult, joining and leading armies to sack the order’s cities on both sides of an ocean. Perhaps her visits to the continents of the Ivory Empire, Jade Kingdoms, or the lands of the Spice Road as an adult and mature adult piqued her interest in how different cultures build and grow settlements. Certainly her Guild of Masons was established at that time, and she forged alliances with dwarves and elves both to aid and learn from their greatest artificers, fort-builders, and urban engineers and planners.

What is known for certain is that as an old dragon, more than 4 centuries ago, Brarguren stopped her regular travels and claimed her Canton, a rich land with access to ocean, trade, field, and ore. The land surely would have been claimed by some nation before her, located between small kingdoms and in a route between major empires as it was, if not for the gorynych that laired there, and the twisted mutant cult that worshiped it. Brarguren was not the first dragon to seek to destroy the wicked creature known as “The Three Sinners,” but she was the first to succeed in destroying the gorynych and scattering the cult.

And to mark her success, she claimed the piles and piles of treasure the Three Sinners and its minions had collected…. And built a city.

People claim that early on no one lived in Hoard, but of course that’s not true. Expending money as a waterfall expends water, Brarguren hired hundreds of planners and thousands of workers. Even before Hoard had a finished building, it has inhabitants. Nor where buildings the first permanent structures to be raised. Brarguren had roads laid, and aqueducts, canals, wells, and cisterns built, long before any buildings. She gave broad guidance to her lord architects, and insisted their plans be revised many times, but did little of the direct planning herself. The first city was to be designed to house 10,000 citizens in wealth and comfort, and to have a network of towns to support it, but she also demanded plans be in place for it to grow. Even the names of its major sections, “First Ward, Second Century Ward, Third Century Ward,” showed what her plans were for its expansion.

Now, Hoard is 310 years old, a city of nearly 50,000, and one of the most powerful and wealthy trade cities in the world. Though Brarguren is the unquestioned owner and ruler of the city and the surrounding valley, including it’s roads, dozens of supporting towns and farms, minor auxiliary ports and shipyards in nearby islands, she rarely takes a direct hand in ruling or protecting it. The Canton Guard serve as both city guard in Hoard, and ranging military force throughout Brarguren’s lands, and the Dragonfire Wardens act as scouts, investigators, and game wardens further from the city. Both answer directly and separately to Brarguren, though their Lord Commanders (Guard Commander Alvric Krakarral—a human investigator—for the Guard, and Warden Commander Jealis Irontusk—a half-orc hunter—for the Wardens) are cagey about how how those reports are delivered. But 72 years ago when Brarguren devoured the then-Guard Commander Thurgen Thurgenis, the dragon made it clear she would react if her forces failed to report as she expected them to. Her lack of direct action since is taken as proof the Lord Commanders are doing as they are supposed to.

However, neither of those forces run the city (or any of the townships),and lack the power to makes laws or edicts. Laws are made only by Brarguren herself, and she hasn’t changed the short list of basic rules (outlawing slavery, insisting on equal basic rights for all sapient creatures, establishing the civil and paramilitary organizations in her lands) in almost a century. Edicts come from the Council of Stakeholders—made up of guild leaders, religious heads, neighborhood alders from Hoard and town magistrates from supporting settlements, representatives of the Guard and Wardens, hereditary members from important families, one judge from each court circuit, and ministers of various Hoard city offices—and are signed by the Marshal of the Exchequer (or become law without the Marshal’s signature if 2/3 of the Council of Stakeholders agree to do so after 90 days… which almost never happens).

The Marshal of the Exchequer acts as the chief executive of Hoard, oversees legal cases against any member of the Council of Stakeholders or judge within Hoard, and is in charge of the budget of the entire region. Since taxes are surprisingly low in Hoard, and city services are quite high, there’s a persistent rumor that the Marshal of the Exchequer pays for things directly out of some vast supply of wealth Brarguren has accumulated. While every Marshal of the Exchequer has always denied this is the case, and the city has had budget troubles many times over its three centuries of existence, the rumor remains common.

As for where such a vast pile of treasure might be kept… no one knows for certain. Brarguren dives into and flies out of the ocean harbor on most of the rare occasions she makes an appearance in the city itself, but no one has ever found any sign of an aquatic lair. The city center includes a massive, round, fortified building known as The Vault when used as a landmark, but it has no known entrance and its purpose is secret. The mountains that border the valley Hoard sits at one end of have numerous caves, but none have ever shown size of draconic habitation. Everyone agrees Brarguren must have at least one secret lair, but no one can agree on where it is, what it’s like, or how much treasure is piled up in it.

But it is known what treasure has gone into it, at least on some occasions. Brarguren does not directly defend Hoard or its lands, unless a threat arises so great only an old dragon could oppose it (such as the arrival of the Archtitan Oceator, more than two centuries ago), or when the Guard and Wardens have already suffered major losses and are clearly being overwhelmed (such as during the Wightblade Plague nearly a century ago). When she does become directly involved, however, she takes everything of value possessed by any foe she defeats—from Oceator’s Trident of the Wave-Gods to the ghost swords left over from the Plague. Hoard is safe from nearly any direct threat, but does not receive the spoils of war from foes it’s draconic owner finishes.

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Starfinder Theosophy and Psychic Powers for Really Wild West

While magic and full-blown spells are known to exist in the pulp-fantasy 1891 for the Really Wild West setting hack of the Starfinder Roleplaying Game, and considerable study in codifying their scope and limitations has taken place over the past century, they are not the only supernatural powers available to delvers into the occult. With the growth of Theosophy, and the radically increased communication between various cultures and esoteric traditions in the Age of Steam, numerous wise folk, parapsychologists, charismatic preachers, shamans, and madmen have become practicing psychics, able to use the power of their minds to impact the world around them.
There powers are represented with a feat, Practicing Psychic, which gives access to a series of additional tasks that can be performed with the Mysticism skill, known as “Mysticism skill unlocks.”

PRACTICING PSYCHIC
You have opened your third eye, learned the ancient ways, mastered the fourth circle of the Secret Masters, attuned your chi, met your fylgja, gained your Doctorate of Theosophy, or otherwise become adept in manipulating the phrenic energies of the mind.
Benefit: Mysticism is a class skill for you. If it is a class skill from some other source than this feat, you instead gain a +1 bonus to Mysticism checks. You do not have to meet the Charisma requirement of the Minor Psychic Power feat, or any feat that has that as a prerequisite. Additionally, you can select one Mysticism Skill Unlock. Once made, this choice cannot be changed.
Special: You can take this feat more than once. Its effects do not stack. Instead, each time you take it after the first, you gain two additional Mysticism Skill Unlocks.

MYSTICISM SKILL UNLOCKS
The tasks you can perform using the Mysticism skill if you have gained access to them through Mysticism Skill Unlocks (such as from the Practicing Psychic feat)—automatic writing, cloud minds, dowsing, faith healing, hypnotism, psychometry, and thought transference—are detailed below. Several of these tasks have sub-tasks you can attempt if you have access to the main skill unlock.

AUTOMATIC WRITING
You can produce mysterious writing that pertains to the immediate future, either under the influence of enigmatic guiding spirits or by unleashing your subconscious intuition.
Once per week, you can spend 1 hour posing questions while your hand unconsciously scribbles messages of varying legibility and accuracy. At the end of this hour, you attempt a Mysticism check to decipher the meanings of these messages. If successful, you gain information as though you had used augury, except the time frame of the information gathered can be up to a week in advance (but the longer it is, the more likely the GM is to conclude the contemplated action will bring both good and bad consequences, since consequences become more difficult to predict further out).
If you have 10 or more ranks in Mysticism, you can attempt a higher DC check to instead gain information as though you had used divination. The chance of successfully producing coherent or meaningful writing from any of these effects equals 60% plus 5% for every 1 by which your check result exceeds the DC (to a maximum of 90%). You must choose which DC you’ll try to meet before attempting the check. The GM rolls the check and d% roll secretly, so that you can’t tell whether the messages are accurate.

Writing Results  Ranks Required DC
As augury spell  1             20
As divination spell            10           30

CLOUD MINDS
You can cloud the minds of thinking creatures so they don’t realize where you are. As a standard action you can make a Mysticism check and a Stealth check, using the lower of the two checks as a Stealth check to hide against any thinking creature (but not traps or mindless creatures) without needing cover or concealment. You can even speak without creatures being able to find you without a successful perception check. This ability lasts until the end of your next turn, but creatures get a +10 bonus to Perception checks to notice you on the next round. This is a mind-affecting, sense-dependent effect.

DOWSING
You channel mysterious forces in the nearby environment to locate hidden resources. Once per day, you can follow a dowsing rod’s movements to locate a particular type of location. Each attempt requires 10 minutes of intense concentration, after which you attempt the Mysticism check with the DC listed on the table below. The maximum range at which you can detect anything using dowsing is 400 feet + 40 feet per rank in Mysticism you possess. The rod’s directions persist for up to 10 minutes. You choose a particular target each time you dowse, and get the following information on a successful check.
Find Water: The dowsing rod points toward the largest source of fresh water within range, including aquifers, lakes, ponds, and springs.
Grave Dowsing: The dowsing rod points in the direction of the largest burial site, cairn, or tomb within range.
Locate Metal and Gems: You concentrate on a specific metal or mineral. On a successful check, the dowsing rod points to the largest quantity of the selected mineral within range.

Dowsing Target DC
Water    15
Grave    20
Mineral 25

FAITH HEALING
You apply esoteric principles to temporarily suspend or remove afflictions (curses, drugs, diseases, and poisons). You can use faith healing once per day. The DC and effect of the Heal check depend on the task you attempt. You can’t use faith healing on yourself.
Suspend Affliction: You treat one curse, disease, drug, or poison affecting a creature. You enter into a deep trance for 1 hour while you treat the subject, after which you attempt your Mysticism check (with a DC equal to the afflictions DC, or 25 for afflictions without save DCs). If the check is successful, you suspend the effects of the affliction by 1 hour, plus 1 hour for every 5 by which you exceed the DC. This time doesn’t count against the effect’s duration (if any). The affliction can still be cured by other means while it’s suspended.
Remove Affliction: You can attempt to permanently remove an affliction in an 8-hour ceremony, after which you attempt a Mysticism check, with a DC equal to the DC to suspend it +15. If your check succeeds the affects is suspended, and the sufferer can attempt another saving throw using the original DC to permanently cast off the effect.

HYPNOTISM
You use the power of suggestion and subtle psychic influence to alter a subject’s mind and dredge up repressed memories. You can use hypnotism once per day. Hypnotism requires one minute of calm, uninterrupted interaction—it is impossible in crowded rooms, loud areas, and anyplace where both you and the subject aren’t free to take 10 on most skill checks—though you cannot take 10 on skill checks to hypnotize a subject unless the subject is both aware and cooperating with the attempt.
The DC of a Mysticism check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion), sense-dependent, language-dependent effects.
Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Mysticism check. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature rather than being obvious about it with a willing target, but the DC is 10 higher.
If the check is successful, you implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the suggestion is one the subject would not perform for a creature it had a reaction of Indifferent toward, once it has an opportunity to act on the suggestion  it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier.
This is a mind-affecting, sense-dependent effect.
Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Mysticism check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.
This is a mind-affecting, sense-dependent effect.

PSYCHOMETRY
You can read the psychic impressions left on objects or in places by previous owners and events.
Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Mysticism check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate.
If you attempt to use psychometry on an item affected by a spell or effect that hides its true nature or history, you automatically learn all the false information imprinted by the spell or effect. You must also attempt a Will save (DC 15 +1/2 the level of the creature that created the spell or effect). If you succeed at this save, you realize the implanted information was false, and can determine the true information as well. On a failed save, you believe the implanted information is true.

THOUGHT TRANSFERENCE
Once per round without taking an action, you can make a Mysticism check to attempt to pass a secret message without speaking. If you exceed the DC by 5 or more, the recipient can send a secret message back to you in the same way. Only creatures with the thought transference skill unlock, limited telepathy, or telepathy can make opposed Sense Motive checks to attempt to learn the gist of the message. The DC for this increases by +10 if you attempt to use it on creatures you are not currently perceiving, and +20 if you attempt to us it on creatures a mile or more away.

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CODEWORLD CAMPAIGN SETTING: Part II

CODEWORLD is a campaign setting that borrows heavily from a number of popular cartoon, comic, and toy franchises where the heroes and villains all have fascinating codenames, like Black Adder, Magnum, Overkill, and Code Blue.

It could be used for a heck of a supers or super-agent game, or even the backdrop of nearly any modern, sci-fi, or science-fantasy game system. This is a world with four color action, but no masked superheroes to speak of. Its tongue is firmly in cheek, but lovingly so.

You can find the Rank One and Rank Two code groups here.

Rank Three Code Groups

Rank Three groups are even less impactful than Rank Two groups, often with much more limited membership or resources as well as a more tightly-defined area of concern, but within their wheelhouse are still more impactful than normal organizations. In some cases Rank Three groups are a single powerful individual, who simply lacks the support and scope to be a Rank Two group, but is more potent than any individual in most Rank Two code groups. Rank Three groups at least have the potential to grow into Rank Two Groups, and a Rank Three group can go toe-to-toe with a unit of a Rank One or Rank Two Code Group in the right venue.

CRONOS is a cult that believes the original deity, the progenitor of all god myths, can be awakened by creating enough death and misery. They are lead by PROFESSOR RAGNAROK, who is imbued with some kind of supernatural power, though it’s exact origin and limits are debatable. CRONOS works to create mass disasters and start wars, which often brings them into conflict with S.T.E.E.L. and occasionally VIGIL.

The CYBERPACK, lead by the heroic STEELWOLF, protects the lost continent of Urheimat, and seek to find and neutralize threats from the pre-Atlantean nations. Originally the CYBERPACK were an elite anti-terrorist team, who chased a MAMBA Snake Charmer into a huge storm in the Indian Ocean, and  crashed into Urheimat during a rare conjunction that exposed one of the entranced to the submerged continent. While STEELWOLF and her people were badly damaged, they were found by the ancient ZARSEN, ancient robots set by the residents of Urbeimat to protect it after they left it. But the ZARSEN did not know human physiology and mistook the anti-terrorist unit’s wolf-mascot on their patches and canine-based codenames as a sigh they were partially canine. Thus when rebuilding them as cyborgs, the ZARSEN gave the CYBERPACK wolf-based abilities and partially canine appearances. The CYBERPACK has access to the ancient Urheimat ley-gates, allowing them to quickly move to any continent, but only at one of a few dozen locations.

DOCTOR LICHGATE, is a human who bonded with a FEL GHUL spirit, who is generally a frail older male but can for a temporary period transform himself into a powerful, monstrous skull-faced, green-skinned form. The doctor is seeking the Twelve Crystal Menhirs that the pre-Atlantean nations used to control every aspect of the world’s weather, tides, and day/night cycle, causing him to always be searching for entrances to the three LOST CONTINENTS, Meropis, Rutas, and Urheimat. He is aided in this by the MADNORMALS, mutant humans with a few animalistic-appearing traits who (when exposed to the LICHGAS created by the doctor) can assume much more powerful, twisted, bestial forms.

DOCTOR LICHGATE controls a single Crystal Menhir, the ONYX SPIRE, which allows him to travel back and forth between the normal world and the CAIRNWORLD, a version of the Earth where nearly everything has died. As only the doctor controls access to the CAIRNWORLD, it serves as a nearly impregnable base for him to operate from, and while he can only travel between worlds at places with strong ties to death, it also allows him to travel easily and secretly worldwide.

HACK, INC is a distributed cyber-mobster syndicate that performs computer-based crime-for-hire. The most members of HACK, INC have codenames they use online, and avoid ever meeting anyone in person, though the most elite members often have Hat Racks, where numerous hackers are brought together to work as a collective (often without being made aware they are hacking for HACK, INC.) Only a few agents are aware that HACK, INC is ultimately the tool of AUTOMALA, a self-aware program that seeks to ensure its own existence by spreading itself into every computer-controlled device on Earth… very much including the POLYMECHS, CALIBURN, and the systems in use by MAMBA and S.T.E.E.L.

VIGIL is an international NGO disaster search and rescue team. They operate out of the SAFEHOUSE, an enormous dirigible mobile base that carries a number of VIGILANCE VEHICLES, or VVs, including VIGILANCE 1 (a supersonic jet plane and communications center), VIGILANCE 2 (a high-speed, heaving-lift aerostat roughly half the size of the SAFEHOUSE, and able to carry any 2 other VVs), VIGILANCE 3 (a reusable orbital rocket), VIGILANCE 4 (a rescue sub capable of being dropped into the ocean from the SAFEHOUSE, or VV 1 or 2), and VIGILANCE 5 (a high-speed digging machine). The SAFEHOUSE, and VV 1, 2, and 4 also have support centers for EXO-SHELLS, modular suits of powered armor designed for operations in extremely dangerous conditions (though many of their rescue gear options can also be used in a combat capacity, and they possesses modular less-lethal munitions for use when needing to potentially incapacitate hostiles when performing rescue operations in a war zone). EXO-DRONES launched from a support center can fly new EXO-SHELL modules into the field fairly quickly.

WICKED WENDY is a powerful necropath, who also appears to be some kind of psychic vampire. She is the only creature who can travel between the normal world and CARINWORLD under her own power. She and DOCTOR LICHGATE dislike each other, but see no benefit in fighting one another, given CAIRNWORLD is a whole planet. WICKED WENDY carried a tattered teddy-bear, MISTER CHUCKLES, which is inhabited by a demonic spirit (and thus is self-mobile, and can fight with eldritch knives, claws, and fangs) that urges her to create chaos and misery, but is also entirely loyal to her and wants to make her happy.  WICKED WENDY is in love with the OMEN KING, an ancient god that might also be progenitor god worshiped by CRONOS, or the FEL TYRANT of the FEL GHULS… or might not. The OMEN KING sends her omens through raven messengers, but seems to be limited in what he can do. WENDY plans to awaken/free the OMEN KING, and doesn’t care what cost must be paid by anyone for that to happen.

PATREON
Patreon is the codename for the way you can support me, so I can make more geeky stuff!

CODEWORLD Campaign Setting

CODEWORLD is a campaign setting that borrows heavily from a number of popular cartoon, comic, and toy franchises where the heroes and villains all have fascinating codenames, like Black Adder, Magnum, Overkill, and Code Blue.

It could be used for a heck of a supers or super-agent game, or even the backdrop of nearly any modern, sci-fi, or science-fantasy game system.

This is a world with four color action, but no masked superheroes to speak of. Its tongue is firmly in cheek, but lovingly so.

CODEWORLD

Rank One Code Groups
These are the largest, and best-known code groups. They are among the most important forces on Earth.

POLYMECHS are sentient, sapient robots able to take on multiple forms–normally one that is roughly humanoid and one that closely resembles a vehicle. They are divided into the GUARDROIDS (which include Morality Circuits that cause them to struggle to act in ethical ways and protect weaker entities), the dangerous WAR MACHINES (which are locked into carrying out ancient military operations despite their original foes having long-since been exterminated), and the COMPUTECHS (which are free-willed but lack anything recognizable as ethics, and function on pure pragmatism).
The three groups all originated in different extra-terrestrial societies, with the WAR MACHINES the oldest (having destroyed all the biological entities that created them), the COMPUTECHS nearly as old (having survived as probes and exploration surveyors for a culture that died out long ago when their system was consumed by a red giant star), and the GUARDROIDS only a few centuries old (having evolved from assistance-AIs created by a race that suffered a slow decline as devolution caused them to be less and less viable, even as younger civilizations attacked them, including the WAR MACHINES).
All three POLYMECH groups were ravaged by a 3-way internecine war that left their numbers radically reduced and their resources depleted. The WAR MACHINES seek out new worlds (such as Earth) and seed them with enough of their kind to conquer it and turn it into a support planet for their endless conflicts. The GUARDROIDS attempt to send a unit to stop such efforts and preserve as much of the invaded world’s culture as possible, and the COMPUTECHS think it’s a bad idea not to keep an eye on any world where the other two POLYMECH forces are fighting.
Because their advanced technology is well beyond Earth’s tech base, and support is far way, all three factions prefer to remain camouflaged as much as possible on Earth, revealing themselves and their true battle forms only when absolutely necessary to achieve a major goal.

S.T.E.E.L. is the Special Taskforce on Espionage and Enforcement of Law. It is an international force, operating alongside but separately from the U.N., which draws its members from the elite forces of most of the Earth’s nations. S.T.E.E.L. operates only against threats deemed by all its supporting nations to be a serious risk to the collected nations of Earth, which generally includes international terrorist cells (most often MAMBA) unaffiliated with any member-nation, extraterrestrial threats (including WAR MACHINES in specific, and POLYMECHS in general), and lone madmen and apocalypse cults. S.T.E.E.L. has its own chain of command, its own (small) fleet of military air, water, and land vehicles (including a single submersible aircraft carrier, the U.N.S. Ironside), and an extraterritorial prison for extraordinary prisoners (Codename: Limbo).

PROJECT HELM is a semi-independent division of S.T.E.E.L. that uses vehicles enhanced with retrofit POLYMECH technology, which was confiscated by S.T.E.E.L. after several early clashes with the WAR MACHINES, and partially reverse-engineered in conjunction with a COMPUTECH who felt giving humans more advanced technology was the only way to maintain a balance of power on Earth.
Since the POLYMECH tech used by PROJECT HELM is retrofit, and its neural inputs are still too advanced for any mechanical or computer input device to control, PROJECT HELM operatives use helmets with neural relays to allow pilots to  learn how to control specific “Great Helm” vehicles that have various POLYMECH tech in them (some of which are capable of partial transformations, such as from car to boat, or motorcycle to powered armor).

MAMBA is a ruthless terrorist organization, built by a coalition of billionaire oligarchs who seek the means to anonymously impact international politics, and manned with the spies and operatives of failed states, renegades of nations with recent revolutions, zealots who challenge the status quo at any cost, and angry repressed people willing to allow the ends to justify the means. While no nation on Earth publicly supports Mamba, enough powerful people with vast resources support it to give it a huge (if decentralized) military branch and incredibly effective cybercrime, covert operations, and assassination branches.
MAMBA generally seeks to gain power at any cost, and has had infrequent but not unproductive collaborations with the WAR MACHINES. The most far-reaching of these was a project where the WAR MACHINES aided MAMBA scientists in building incredibly advanced mecha known as the FOE-BOTS, which were used to artificially boost the apparent size of the WAR MACHINE presence on Earth in an effort to convince the nations of the world to capitulate. However the FOE-BOTS are cheap knock-offs of true POLYMECHS, able to change form from battle mode to some camouflage state, but not functioning beyond the most basic level in that camouflaged mode, and requiring human pilots to operate. While that plan failed, the FOE-BOTS division of MAMBA remains one of its strongest units, and are the most common antagonists of PROJECT HELM.

Rank Two Code Groups
Rank Two groups are either significantly less numerous than rank one groups, or less powerful, or a combination of both, but they still play important roles in world events even if they aren’t as well known.

CALIBURN is a solo hero who appears to be the last of the STAR KNIGHTS (who place their life essence in soul rings so their android knight bodies can fight eternally against the vile FEL GHULS, a semi-unliving race of space sorcerers and shapeshifter). However, he has done his best to equip a small group of young people who have a natural talent to see FEL GHULS true nature even when they are shapeshifted, creating the STAR SQUIRES, who have spirit disks that boost their natural psychic abilities in random ways when triggered, giving them a new set of powers (and codenames and costumes) whenever they are used, but which can only function for one hour out of every 24.

The FEL GHULS wish to create the Negalife Ritual, which will kill all life on the Earth and raise their FEL TYRANT, an elder god that sleeps beneath the Pacific Ocean.

KAIJU are giant monsters created by the FEL GHULS to subjugate the world. Opposed by the RONIN FORCE of giant robots that represent the only joint effort between the GUARDROIDS, CALIBURN, and S.T.E.E.L. Because the KAIJU threat is unpredictable and requires massive firepower to oppose, and are most often fought in international waters, the RONIN FORCE is largely left to handle such matters with little outside interference. While most of RONIN FORCE are giant mecha with multiple human pilots there are two exceptions, LASER LEOPARD, a giant robot controlled by a transplanted STAR KNIGHT soul-ring with no memory of its previous life, and ROCKET OMEGA, the enormous POLYMECH transforming ship that brought the COMPUTECHS to Earth, but has sense decided the FEL GHULS desire to wake their FEL TYRANT is the greatest threat in the galaxy.

PATREON
Patreon is the codename for the way you can support me, so I can make more geeky stuff!